Claire Player Sheet

Character Stats

D&D 5e Character Stats

Claire
Cleric
5
Water Genasi
8
-1
14
+2
12
+1
18
+4
13
+1
10
+0

Combat Stats

+3
+2
12
30 ft
Weapon Attacks
+2
+5
-1
+2
Spellcasting
+7
15

Saving Throws

-1
+2
+1
+7
+4
+0

Skills

+2
+1
+7
-1
+0
+7
+1
+0
+7
+1
+4
+4
+0
+0
+4
+2
+2
+1

Equipment

Amulet of Divine Retribution rare
wondrous item
Source: Homebrew (pg. —)
Attunement: requires attunement by a creature with at least 1 level in Cleric
Damage: None
Properties: Divine Wrath (1/day), Divine Protection (1/day)
Weight: ½ lb
Value: 1,500 gp
This silver amulet, engraved with glowing holy runes, hums faintly with divine power. When a cleric channels their faith, the amulet lashes out at their foes, turning holy resolve into swift judgment.\n- Divine Wrath (1/day): As an action, you may target one hostile creature you can see within 60 feet. That creature must make an Intelligence saving throw against your spell save DC. On a failed save, the creature becomes vulnerable to radiant and fire damage for 1 minute. The creature may repeat the saving throw at the end of each of its turns, ending the effect on a success.\n- Divine Protection (1/day): As an action, you radiate a protective aura of holy energy. At the start of each of your turns for up to 1 minute (as long as you maintain concentration), all allies within 30 feet regain 1d10 hit points. This effect ends early if your concentration is broken.
+1 Warhammer uncommon
weapon, martial weapon, melee weapon
Source: DMG'14 (pg. 213)
Attunement: None
Damage: 1d8 bludgeoning
Properties: versatile (1d10)
Weight: 2 lb.
Value: 400 gp
You have a +1 bonus to attack and damage rolls made with this magic weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Spell Scroll (1st Level)|Burning Hands common
scroll
Source: DMG'14 (pg. 200)
Attunement: None
Damage: None
Properties: None
Weight: None
Value: 15 gp
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 11. On a failed check, the spell disappears from the scroll with no other effect.Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 11 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
📜 Spell: Burning Hands
1st • Evocation • Action • Self (15-foot cone)
Components: V, S
Duration: Instantaneous
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.The fire ignites any flammable objects in the area that aren't being worn or carried.
At Higher Levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Lightning Rod rare
rod
Source: Homebrew (pg. N/A)
Attunement: requires attunement
Damage: 1d6 piercing
Properties: thrown (30/120 ft.)
Weight: 2 lb.
This rod is made from the blackened wood of a lightning-struck tree and topped with a spike of twisted iron. It functions as a magic javelin that grants a +1 bonus to attack and damage rolls made with it. While holding it, you are immune to lightning damage, and each creature within 5 feet of you has resistance to lightning damage. The rod can hold up to 6 charges, but it has 0 charges when you first attune to it. Whenever you are subjected to lightning damage, the rod gains 1 charge. While the rod has 6 charges, you have resistance to lightning damage instead of immunity. The rod loses 1d6 charges daily at dawn.
Warhammer of Warning uncommon
weapon, martial weapon, melee weapon
Source: DMG'14 (pg. 213)
Attunement: requires attunement
Damage: 1d8 bludgeoning
Properties: versatile (1d10)
Weight: 2 lb.
Value: 100 gp
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Spells

Fireball 3rd Evocation
Action • 150 feet • Instantaneous
Components: V, S, M (a tiny ball of bat guano and sulfur)
Classes: Sorcerer (PHB), Wizard (PHB)
Source: PHB (pg. 241)
Subclasses: Arcane Trickster (PHB) Rogue, Artillerist (TCE) Artificer, Eldritch Knight (PHB) Fighter, Light (PHB) Cleric, Fiend (PHB) Warlock, Genie (Efreeti) (TCE) Warlock, Zeal (PSA) (PSA) Cleric
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Class Information

Background

Sailor PHB
Skill Proficiencies: Athletics, PerceptionTool Proficiencies: Navigator's tools, vehicles (water)Equipment: A belaying pin (club), silk rope (50 feet), a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp Feature: Ship's Passage[–] When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Source: PHB (p. 139)

Feats

Alert PHB
Always on the lookout for danger, you gain the following benefits:You gain a +5 bonus to initiative.You can't be surprised while you are conscious.Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.
Source: PHB (p. 165)
Lucky PHB
You have inexplicable luck that seems to kick in at just the right moment.You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.You regain your expended luck points when you finish a long rest.
Source: PHB (p. 167)
War Caster PHB
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Prerequisites: The ability to cast at least one spell
Source: PHB (p. 170)

Race

Genasi (Water) EEPC
Ability Scores: Constitution +2; Wisdom +1 • Size: Medium • Speed: 30 feet, swim 30 feet
Source: EEPC p10

Age. Genasi mature at about the same rate as humans and reach adulthood in their late teens. They live somewhat longer than humans do, up to 120 years.

Alignment. Independent and self-reliant, genasi tend toward a neutral alignment.

Size. Genasi are as varied as their mortal parents but are generally built like humans, standing anywhere from 5 feet to over 6 feet tall. Your size is Medium.

Languages. You can speak, read, and write Common and Primordial. Primordial is a guttural language, filled with harsh syllables and hard consonants.

Acid Resistance. You have resistance to acid damage.

Amphibious. You can breathe air and water.

Swim. You have a swimming speed of 30 feet.

Call to the Wave. You know the shape water cantrip. When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Genasi (Water) MPMM
Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1 • Size: Small or Medium • Speed: 30 feet, swim equal to your walking speed
Source: MPMM p17

Size. You are Medium or Small. You choose the size when you select this race.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.

Speed. Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Acid Resistance. You have resistance to acid damage.

Amphibious. You breathe air and water.

Call to the Wave. You know the acid splash cantrip. Starting at 3rd level, you can cast the create or destroy water spell with this trait. Starting at 5th level, you can also cast the water walk spell with this trait, without requiring a material component. Once you cast create or destroy water or water walk with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Full Class Info